Hotfix 73939: Server crash uploading is fixed (This helps us fix server crashes!), lots of new localization, AI can fully commit to a fight now if retreat is not the better option, and miscellaneous client and server crash fixes.

Ranked 1v1 matches are now live! We've got our first step in competitive updates out for play as of today. Players will now be ranked (after 5 preliminary matches) on their skill and matchmaking will work to pit them up against other players based on rank!

Leaderboards are live! Starting now you can see where you stack against the world. Work your way up, and take the number 1 Uber spot!

We’re happy to announce the release of the full 1v1 Competitive Update! We started working toward this with our 1v1 ranked games and matchmaking in our last update, and have moved it to the full experience by including the Leaderboards allowing you to see the top of each rank and where you land in the world of rankings, as well as bringing in 3 new symmetrical 1v1 maps custom made for our ranked play!

With this in mind, we have also reset the rankings to start the Leaderboards fresh. You’ll need to play your 5 provisional games to get your new rank.

Our System Designer now has the ability to make symmetrical planets, do CSG editing, and add custom metal placement for all you modders and planet creators out there! This is the first steps on this, and we plan on expanding the functionality of the designer even further in the future!

There’s been a ton of changes, tweaks, and bugfixes in this one, so keep reading for a more detailed list!

[General] You are now able to chat after games, even in chronocam mode
[General] Added in backer names on more commanders in the Armory
[General] More backer names are now in for planets and Galactic War credits
[General] Nukes now have a specific effect if they happen in space
[General] Jigs have a new custom explosion effect

[Balance] Jigs now explode in a nuke sized explosion (drag select will space these to be safe, but you can hand place them closer if you feel lucky)
[Balance] Change to Dox vision from 150 to 100
[Balance] Commander torpedoes rate of fire reduced from 2.0 per second to 1.0 per second
[Balance] Commander torpedoes range reduced from 200 to 160
[Balance] Dox will now correctly fire on factories
[Balance] Nuke damage will now expand out to match the effect

[Ranked] Leaderboards are now online (found under Multiplayer off the main menu)
[Ranked] Players can watch the last replay of the top 10 of each rank in the Leaderboards
[Ranked] 3 new custom made 1v1 planets for Ranked play, to replace the old pool
[Ranked] You can no longer pause in ranked games
[Ranked] Disconnecting in a ranked game now pauses it and gives the disconnected player 180 seconds to reconnect before they forfeit
[Ranked] A player has 30 seconds to show up for a ranked lobby before the game is abandoned
[Ranked] A player disconnecting from a ranked lobby now immediately abandons the game (and applies a penalty to the abandoning player, like before)
[Ranked] Players are now notified when they have a match and are tabbed away (flashing icon and sound)
[Ranked] A new and louder sound now plays when you find a match.

[System Designer] We’ve implemented symmetrical planet creation
[System Designer] You can now edit CSGs (move, add, delete, copy, paste, rotate, raise, and lower them)
[System Designer] You can now place or remove metal spots
[System Designer] All System Editor hotkeys can be found under settings and changed if you like
[System Designer] Orbiting bodies are not allowed to be more massive than what they are orbiting (As a placeholder fix, the system designer will move the orbiting planet to orbit the sun if you increase mass higher than the planet it orbits)
[System Designer] Water flows into custom CSG

[UI] Lots of small changes to bring more continuity through the UI
[UI] When first entering game, we have a bar added to give new players an idea of the initial controls
[UI] Top 3 players from the Leaderboard are listed on main menu along with their last replay
[UI] The message telling you that your opponent abandoned the ranked lobby will no longer disappear after 5 seconds.

[AI] Now uses Gas Giants
[AI] Neural net tweaks
[AI] Will now build Annihilaser
[AI] Better handling of platoons
[AI] All known issues of AI getting stuck now fixed
[AI] Added a large set of new AI names
[AI] Now better performance in the late game due to smarter pathing choices

[Bug fixes] Changing economy after everyone has clicked ready will unready everyone
[Bug fixes] Your rank changes will now immediately update after a match
[Bug fixes] Replaced the messed up “5” in the font
[Bug fixes] Landing zone low resolution circles now removed
[Bug fixes] Straight line graphics bug when you look up through atmosphere into space is now fixed
[Bug fixes] Linux should now correctly load all translated locales
[Bug fixes] You should now be able to see the quit confirmation even if the game is paused
[Bug fixes] Nukes and commander explosion damage should now better match the visual effect
[Bug fixes] Fixed some of the instances of jerky movement
[Bug fixes] Orbital Fabbers will now correctly build on planets other than their current planet
[Bug fixes] Fixed detection that the planet you are orbiting was destroyed while attempting to move somewhere else
[Bug fixes] Commander AA now prioritizes air correctly
[Bug fixes] You should no longer be incorrectly prompted to reconnect to an old game
[Bug fixes] Attempting to requeue after playing matchmaking should no longer prompt you to reconnect to the game you just played
[Bug fixes] Connecting to a matchmaking game should be more reliable

[Hotfix] Fix for Subcommanders not functioning
[Hotfix] Fix for AI not building on easy and normal difficulty
[Hotfix] Fix for AI building structures that blocks metal spots
[Hotfix] Fix for System Designer crash - Mass of orbiting planet being larger than planet it is orbiting
[Hotfix] Metal planet symmetry now enabled
[Hotfix] Vehicle factory explosion size set to 1.0 instead of 2.0
[Hotfix] Added KS name to Tokamaktech Commander
[Hotfix] Localization pass for menus
[Hotfix] Replays screen UI reformated to be consistent with other loading screens
[Hotfix] Fix for crash - AI was sending a unit killed message too long after a planet has been destroyed
[Hotfix] Added a Surrender button (not available in replays)

Previous build notes:

[General] You are now able to chat after games, even in chronocam mode
[General] Added in backer names on more commanders in the Armory
[General] More backer names are now in for planets and Galactic War credits
[General] Nukes now have a specific effect if they happen in space
[General] Jigs have a new custom explosion effect

[Balance] Jigs now explode in a nuke sized explosion (drag select will space these to be safe, but you can hand place them closer if you feel lucky)
[Balance] Change to Dox vision from 150 to 100
[Balance] Commander torpedoes rate of fire reduced from 2.0 per second to 1.0 per second
[Balance] Commander torpedoes range reduced from 200 to 160
[Balance] Dox will now correctly fire on factories
[Balance] Nuke damage will now expand out to match the effect

[Ranked] Leaderboards are now online (found under Multiplayer off the main menu)
[Ranked] Players can watch the last replay of the top 10 of each rank in the Leaderboards
[Ranked] 3 new custom made 1v1 planets for Ranked play, to replace the old pool
[Ranked] You can no longer pause in ranked games
[Ranked] Disconnecting in a ranked game now pauses it and gives the disconnected player 180 seconds to reconnect before they forfeit
[Ranked] A player has 30 seconds to show up for a ranked lobby before the game is abandoned
[Ranked] A player disconnecting from a ranked lobby now immediately abandons the game (and applies a penalty to the abandoning player, like before)
[Ranked] Players are now notified when they have a match and are tabbed away (flashing icon and sound)
[Ranked] A new and louder sound now plays when you find a match.

[System Designer] We’ve implemented symmetrical planet creation
[System Designer] You can now edit CSGs (move, add, delete, copy, paste, rotate, raise, and lower them)
[System Designer] You can now place or remove metal spots
[System Designer] All System Editor hotkeys can be found under settings and changed if you like
[System Designer] Orbiting bodies are not allowed to be more massive than what they are orbiting (As a placeholder fix, the system designer will move the orbiting planet to orbit the sun if you increase mass higher than the planet it orbits)
[System Designer] Water flows into custom CSG

[UI] Lots of small changes to bring more continuity through the UI
[UI] When first entering game, we have a bar added to give new players an idea of the initial controls
[UI] Top 3 players from the Leaderboard are listed on main menu along with their last replay
[UI] The message telling you that your opponent abandoned the ranked lobby will no longer disappear after 5 seconds.

[AI] Now uses Gas Giants
[AI] Neural net tweaks
[AI] Will now build Annihilaser
[AI] Better handling of platoons
[AI] All known issues of AI getting stuck now fixed
[AI] Added a large set of new AI names
[AI] Now better performance in the late game due to smarter pathing choices

[Bug fixes] Changing economy after everyone has clicked ready will unready everyone
[Bug fixes] Your rank changes will now immediately update after a match
[Bug fixes] Replaced the messed up “5” in the font
[Bug fixes] Landing zone low resolution circles now removed
[Bug fixes] Straight line graphics bug when you look up through atmosphere into space is now fixed
[Bug fixes] Linux should now correctly load all translated locales
[Bug fixes] You should now be able to see the quit confirmation even if the game is paused
[Bug fixes] Nukes and commander explosion damage should now better match the visual effect
[Bug fixes] Fixed some of the instances of jerky movement
[Bug fixes] Orbital Fabbers will now correctly build on planets other than their current planet
[Bug fixes] Fixed detection that the planet you are orbiting was destroyed while attempting to move somewhere else
[Bug fixes] Commander AA now prioritizes air correctly
[Bug fixes] You should no longer be incorrectly prompted to reconnect to an old game
[Bug fixes] Attempting to requeue after playing matchmaking should no longer prompt you to reconnect to the game you just played
[Bug fixes] Connecting to a matchmaking game should be more reliable

Our new update is live! Starting today you can push entirely new invasion strategies against your foes with the Unit Cannon! This powerful unit will allow you to launch up to 12 units at a time anywhere across the galaxy, pushing the ability to break defensive setups or set up forward offensive bases!

We have also put in a lot of changes for our newer players, including a player guide to teach the basics of gameplay. This is accessible through the “Player Guide” on the Main Menu, or in game by hitting F1 or escape and selecting it. You will also see updated information and top ranked replays on the brand new main menu to help get you up to speed and competing for the top spots on the leaderboard!

For you system designers out there, we have added CSG palette to make placing CSG from any biome much easier than before. This gives you the tools to more easily make the amazing planets we have seen our players create.

Other changes you will see are the addition of customizable secondary colors to allow people to make their army feel more like their own, a lot of balance changes (see the list below), major adjustments to our ranked planet Berg, as well as the addition of 3 new ranked planets to the rotation, and bug fixes across the board!

We hope you enjoy the new changes as much as we do, and if you would like more detailed change report, take a look at the extensive list below.

[UI] Newly redesigned Main Menu
[UI] New backgrounds on some loading screens
[UI] Nukes now have orbital trajectory lines
[UI] New Player guide added

Accessed from main menu or using F1 key or escape in game.

[UI] Secondary colors are now selectable

[System Editor] Using the advanced controls now requires explicit activation with a dialog prompt.
[System Editor] You can no longer alter the blueprint for a custom planet. The controls are hidden if changing the blueprint could cause malformed planets.

The planet terrain must be as you want it before going into advanced edit for metal/start/csg edits as there will be no going back once you enter advanced edits.

[System Editor] You can no longer operate in multiple edit modes. Activating one mode will disable the other modes, and may wait for the mode to finish cleaning up. This should prevent certain cases of data loss.
[System Editor] The system editor will no longer forget to save custom csg/metal spots if you load a system and then save it without ever previewing the planet.
[System Editor] The system editor will indicate how much custom data is currently stored for a planet.
[System Editor] CSG palette now in place
[System Editor] CSG brushes now show up on cursor when selected
[System Editor] Custom start spots now available in System Editor

[Bug Fixes] Fixed “My Replays” view to now show your replays
[Bug Fixes] Holding down backspace will no longer exit to main menu
[Bug Fixes] AI and Subcommanders should now be working again
[Bug Fixes] Fix system editor issue: Load planet bug
[Bug Fixes] Crash fixes for server
[Bug Fixes] Fix for AI getting stuck due to a desire to go a particular factory first, but being unable to do so due to unit restrictions being placed on it.

Example being a sub commander in Galactic War that has a high desire for vehicles, but being unable to build a basic vehicle factory.

[Bug Fixes] Torpedos should now only fire while the commander is on the seafloor layer.
[Bug Fixes] Fixed crash for out of game match notifications on Linux
[Bug Fixes] Fixed disconnected icon in game
[Bug Fixes] Fix for Bombers being able to sit above targets and bomb
[Bug Fixes] Fixed Bombers clearing their focus target when attack order is cancelled
[Bug Fixes] Fix for units not being at max health when a fabber with high build rate assist

Leaderboards
- If player is inactive for 7 or more days, you will no longer show up on Leaderboards
Bugfix/Polish
- Current game list should have improved responsiveness (changed games list to make use of compression to reduce bandwidth requirements).
- Improved server browser behavior (sorting is now by time arrived instead of by game name)
- Adjusted start position for Unit Cannon so it looks right
- Umbrella adjusted for visual improvements
- New icons for nuke and anti-nuke ammo to reflect current color scheme
- Naval Umbrella redesigned to better match visuals of land version
- Art pass for Holkins (land and naval)
- New build bar icon for Holkins to match new look
- Server backend perf tweaks
- Improved support for non English alphabets in directory names
- Improvements on path handling overall
- Crash logging improvements
- Fixed a bug on player surrender
- AI fabbers will now try to avoid building where they are standing (should fix long delay for AI to start doing stuff at start of game)
- Neural net data updated
- AI will prioritize areas where a commander is present
- Nav crash fix
- AI fix for building too many fabbers
- AI now anticipates upcoming economy income for area builds
- AI should expand faster
- AI will no longer believe Dox can attack while underwater
- Minor changes on how AI prioritizes planets
- Added stuck detection fro AI platoons attempting to use a teleporter
- AI now will use "Feeder Planets" when available to safely store units and feed them into more dangerous zones of battle
- Layout polish on Kickstarter dialog
- Recent contacts in chat list are now sortable
- Opening new player guide when you are playing against AI will pause the game
- Water depth parameter in editor
- My planets now work with custom planets
- Can now delete more than 1 landing spot in editor

Hey all! We’ve been working hard to get a full balance pass in place over January. You’ll notice there have been a huge amount of changes based on feedback we’ve received from our players and replays. We’ve also added in 3 entirely new units to the game, including 2 new submarines and a T2 fighter that can travel between planets!

Take a look below for the full list of changes including the balance, bug fixes, polish, and performance improvements!

Balance:

*new unit*
– Advanced Interplanetary Fighter (Phoenix)
— Can move between planets
— Health set to 300
— Metal Cost set to 720
— System Velocity Multiplier set to 15.0
— Gravwell Velocity Multiplier set to 6.0
— Move Speed set to 80
— Turn Speed set to 270
— Surface/Air/Underwater Vision set to 150
— Damage set to 80
— Range set to 120
— Rate of Fire set to 3

*new unit*
– Submarine (Barracuda)
— Health set to 550
— Metal Cost set to 500
— Spawns and moves on the Underwater layer
— Rate of Fire set to 0.6
— Damage set to 250
— Range set to 150
— Vision set to 150
— Acceleration set to 40
— Brake set to 120
— Move Speed set to 12
— Turn Rate set to 60

*new unit*
– Stealth Submarine (Kraken)
— Health set to 2100
— Metal Cost set to 1800
— Spawns and moves on the Underwater layer
— Torpedo Rate of Fire set to 0.6
— Torpedo Damage set to 250
— Torpedo Range set to 150
— Missile Rate of Fire set to 5
— Missile Damage set to 200
— Missile Range set to 150
— Vision set to 200
— Acceleration set to 40
— Brake set to 120
— Move Speed set to 12
— Turn Rate set to 60
— Cannot be detected by radar

– Anchor
— Now has two anti-orbital guns and one anti-terrestrial
— Metal Cost reduced from 3600 to 1800
— Health increased from 2000 to 3000
— Surface/Air/Underwater Vision increased from 0 to 120
— Damage set to 65
— Orbital Rate of Fire set to 3.0
— Orbital Range set to 150
— Terrestrial Rate of Fire set to 2.0
— Terrestrial Range set to 120

Polish/Bugfix:
– Fix for random landing spot generation not creating valid landing spots
– Holkins art fixed
– Can now do multi-node jumps in Galactic War instead of having to move nodes 1 at a time
– Kickstarter credit updates
– SpiderofMean Commander name change to Xenosentry based on backer request
– Random fixes for non-English languages
– Additional logging added for crash tracking improvements
– Improvements to logging
– Fix for Galactic War cards overlapping and obstructing buttons in some localizations
– Adjusted AI nuke targeting logic
– Adjusted Order Bar sizing
– Added support for Command key on Macs
– Metal spots now added to ocean floor
– Fix for custom metal spots orientation
– Layout fix for multiple chat windows styling
– Fixed 1px shift on chat messages
– Fix for the “Team Games” achievement
– Remedy a very uncommon crash affecting some Mac OS X users running firewall software
– Fix for AI getting stuck sometimes on mixed terrain planets
– AI will now handle water maps better by not building in small lakes
– Sound and audio work
– AI performance improvements
– Moved air transports to bottom of build bar
– Fix for AI land and naval rally point selection
– Update for naval platoons to use the new AI rallypoint work
– AI should be less likely to transfer its commander to a planet under heavy enemy control
– Dox ammo is set to half the lifetime to stop overshooting
– Fix for nav related crash
– Fixed some effects bugs that were causing lag
– Fix for AI overbuilding fabbers
– Fix for torpedoes exploding on hitting water surface
– AI will look at anti-orbital thread when deciding on where to land on a planet
– Art pass on icon sizes for sea units and orbital
– Fixed bug where changing alliances would start multiple countdown timers
– AI will now build factories closer together
– Fix for crash from texture pool accessing non-existent textures in .papa files
– Fix for disconnection errors leading to no game over screen

New Commanders in Armory:
– AceAI
—
– Enzomatrix
—

Hotfix build 77582
-Stability fixes for Server.exe and PA.exe crashes
-Fix for Orbital Launcher on water

Bug fix/Polish
- Planet smash work
– Craters are now unpathable by naval or land (whether there is water in them or not)
– Units will no longer float above the crater as if it were not there
– Planets smashing into others will now kill units as they are intended to do
- UI: HUD: Added control groups, ability to sub-select within control groups
- UI: HUD: Added controls to select idle fabbers/factories
- UI: HUD: Added quick select buttons based on unit category (bot, land, air, etc.)
- UI: HUD: Updated unit selection display to show total units selected, and allow for sub-selection based on unit category
- Improvements to physics update performance
- Improvements to Navigation performance
- Performance work on voxels
- Improvements on log handling for underwater units
- Updated AI to handle building on islands smarter
- Unit groups of different movement types will now try to stay together
– Unit groups will be split based on Land, Water, and Air/Orbital movement.
- Fix for units getting stuck when pathed or pushed into invalid terrain.
- Fix for units failing to path when given a move order while bordering invalid terrain.
- Improvements on units spinning around when reaching goal
- More improvements on AI not heading to where it knows it will be destroyed
- Improvements on units avoiding running into walls
- Fix for a SimPlanet crash
- Minor update to Anchor ground laser effect
- Changing SXX attack to a beam
- Tweaks on server clean up
- Fix for an invalid replay loading issue
- Crash fixes
- Normal AI and Hard AI are now easier
- Adjustments to how landing zones are handled in the system editor
- You can now confirm live game popups using the enter key
- Mouse scrolling will now only work on the panel you are focused on
- Fixes for some Steam Achievement bugs
- Changed the default minimum radius from 100 to 250
– This only affects new planets created in the system editor
- AI won’t transport commanders in an orbital lander anymore
- Control group UI will now scale to number of units selected
- Art pass on Idle buttons
- Planet smashes no longer deal damage way outside of crater range
- Air units will no longer attempt to hover below the normal ground height
- Air units will no longer land on unpathable terrain
- Bug fix for editor lighting issue on high height range planets
- Selection UI will no longer show type filters if there is only one type
- Quick select “All” buttons will no longer select fabbers unless it’s the fabber button
- Fixed issues of select all advanced button selecting fabbers
- Idle fabber/factory button now selects all target units on screen with single click, and all target units on planet with double click
- You can now track a control group by double clicking
- Fix for game resetting to FFA when you select a planet
- Fix for game crashing on 11+ player games
- Factory’s given rally/move/patrol points will still be idle if idle
- Improvements on AI when making attack choices
- Fixed a few instances of Join Game button not working

(originally posted 3/12/15)SINGLE PLAYER SAVE/LOAD FIRST PASS!
Known Issues currently being worked on for hotfix asap

-Currently only alphanumeric characters are supported for Non-local save/load names.

-Losing Connection to Server in Galactic War is being investigated. We’ll have a fix out as soon as we have it tracked down.

Hey all! Over the last month, we’ve been pushing on getting save/load working in the single player side of PA. We’ve also done tons of balance tweaks based on feedback and our balance folks watching replays and streams, added 2 new maps (1 for ranked play and 1 for general play), did some fairly big performance improvements for large army fights, and hit as many bugs and polish items as we could.

This is the first pass of our save/load work, so you’ll see it missing items we want in the final. That being said, we are currently working on those elements, but since this version was working, we wanted to go ahead and get it out so you could use it. I’ve explained what is in this version below (single player AI skirmish saving), as well as what we hope to get in next (galactic war mid game saving and resume from anywhere in a replay loading). Take a look, and if you want to join the conversation, or run into any issues, please join us over on the Uber forums!

Hotfix build 79600

Balance:

Air death weapon

-Radius decreased to 0.75 from 1.5

Gunboat (Piranha)

-Will no longer attempt to fire at units on the sea floor.

Polish/Bugfix:

-Improvements on neural network for AI

-Fix for performance hit when doing planet wide patrol

-Fix for metal spots being unbuildable

-Fixed AI nuke crash

-Fixed crash for save/load

-Fix for nav crash

-Fix for spectators being able to pause the games

-Removed Galactic War Save button until it is functional

-Fix for uneven starting metal on pacific

-Fix for units not attacking sometimes

-Fix for platoon crash

Hotfix Build 79380

-Replays are once again functioning (though replays created from the previous build will not work as they are corrupted)

-Fix to issues with auto attack

-Orbital Fabber restrictions can no longer be bypassed

Release Build 79317

Save/Load (first pass)

-Very first pass on Save/Load now in game in its beta form (there will be some bugs, but we wanted to get this out for players to make use of asap)

–Save/Load now works with AI Free For All skirmish

—Currently it will not remember dynamic alliances

—Currently has issues with alliances ending the game

–Save/Load currently does not function for Galactic War

–Spectating won’t work after you lose a loaded game

–The sim will freeze while saving. This could take shorter or longer depending on amount of stuff being saved

–You can also view save files as a replay

—In the future this will allow you to pick a spot in chronocam and load the game there, though it is not yet functioning

-Next passes will be adding some of the missing functionality from above, including Galactic War and resume from anywhere in a replay.

We continue pushing on our save/load work, which as a big addition to the game is taking a while, but we are glad to now have added in first pass for local Galactic War save/load! We’ve also added AI improvements, Commander economy adjustments, Pathfinding improvements, and fixes for the “Lost connection to server” issues we had reported to us in Galactic War. If you find yourself getting these issues still, please contact support@uberent.com so we can try to track down the repro to fix it! Thanks, and enjoy

Build 80187 4/07/15

Balance:

Commander

– Build Arm Energy Demand decreased to 1750 from 2000

Bugfix/Polish:

– Fix for known Galactic War issue: lost connection to server

– Updated AI neural net data

– AI pathing improvements

– General unit pathing improvements

– Fix for chronocam vision after game has ended

– Fix for save game filenames

– Fix dynamic alliance

– Updated AI land neural net data

– Updated AI air neural net data

– Fix to how AI expands to other planets

– Fix for units not being able to assist factories building submarines

– Fix for AI build items that do not require either energy or metal

– Fix for AI economy calculation with teleporters

– Local Galactic War save/load (first pass, will only work on local games, not playfab)

Start a new, local Galactic War and play

Select ESC to bring up menu options

Select Save Game (Beta) and Yes to save game

Select Quit to surrender and exit to the desktop (Abandon War will not work to save game)

When you return to Galactic War, your game will be listed under the Active Wars tab

Select your game and Go To War

An option to either Restart or Continue your saved game will be available​

- Fix for crash loading a saved game
Known Issue: Saved games that experienced this crash prior to the fix will continue to crash. This will fix future saved games from crashing.
- Added a text warning to indicate filenames restrictions
- Fix for vision after reconnect
- Fix for the gas giant size bug in System Designer
- Added a sandbox option to enable server cheats without using a mod. (This does not work in ranked games.)
- Enable Galactic War Save/Load for PlayFab servers

--These save files will disappear after ~30 days
--If you revert the Local Server setting, your save will still work, however you will not see the save file available until you change your Local Server setting again​

Galactic War Updates:
- Tech Discovery Redesign
--You will now be able to choose one tech from a group of three when you explore a system.
--You will no longer be given techs that you already have as one of the three choices.
--You will now only be given techs that you can use--IE no bot buffs without the ability to build bots.
- Rebalanced chances to discover various techs
- Improved AI difficulty ramping
- Improved system difficulty ramping
- New and improved redesigned boss fights for all factions
- Galactic War now defaults to a system size of Medium instead of Epic
- You now have the option to toggle "Hardcore mode" on and off when starting a new war
--Losing a match in Hardcore Mode will end the active Galactic War, as it did in previous Galactic War iterations.
--Losing a match outside of Hardcore Mode will allow you to load a save from before moving into the hostile system.
- Galactic War now has two neutral stars that always spawn next to the starting point
- The two easier difficulty Galactic Wars now use a different set of possible system templates
--The easier system templates don't go more than a planet and a moon. They also have more metal.
-Exiting from the GW star map takes you back to the main menu
-The in-game menu for a normal GW now contains a surrender option instead of an abandon war button. Hardcore GW will still have the abandon war button.
-Normal AI Difficulty Tuning
-GW star system tuning
-Fix to the Galactic War intro video not playing
-When the player commander is destroyed, all remaining subcommanders will also be destroyed. This only affects GW.
-Removed the factory wait time on relentless AI difficulty

Gameplay changes:
- Units are now setup to allow their wreckage to be pathed through and shot through
- Fix for custom alert behavior (the first custom alert would work, but all the ones after that would fail)
- Added in persistent alerts for special weapons (halleys and lazer).
- Hide special alerts that are triggered while in chronocam
- Updated icons used for special weapons in special alerts
- Major rework for how recon works for blips
- Updates to visuals and layout of celestial/planets panel to closer align w/ new special weapon alert UI
- Resume Anywhere fixes
- Added music cue for the Target Planet scene
- Units flagged as not collidable with projectiles as wreckage will no longer have the attack cursor come up on the client
- The control group and idle unit widgets are hidden when you are spectating. Chronocam will also ignore unit alerts while you are spectating.
- Fix for a case where a unit would stop and lose its nav move
- Mines can now, once again, be shot by projectiles
- Resume from here dialog will now pause the game
- Fix for (selection/control group/idle) type indicators
- Fix for some units failing to attack during an attack move

AI Improvements:
- AI now can now create unit threat data on demand
-- This helps support units that are not included in unit_list.json.
- Deep Space Radar will no longer be seen as an orbital threat by the AI
- Fix for units going in circles
- Fix for a rare (1 in ~1400) AI crash
- Fix for AI crash when a platoon tries to retreat when there are no active AI bases left
- AI should be more diligent about building anti nukes
- Adjusted AI planet landing spot selection
-AI perf improvement
-Reduced the spikiness of AI perf some more

Bugfix/Polish:
Save game changes
1) All saved games are now in one place. This includes GW saves.
2) You no longer go to the GW page to continue an existing GW. That page is only for creating new GWs. Use 'the saved games' page instead.
3) There is now a resume last saved game button from the main menu. It is basically a continue button.
4) You can now change your commander in GW while offline.
5) The 'continue recent game' button will only appear if your most recent saved game is more recent than your last completed game.
- Selecting any menu item will now hide the menu
- Fix to layout of in-game menu in GW and live game, added offline state for uberbar
- Fix a Linux crash we have been seeing
- Fix to anim event bug
- Better error messages and logging when encountering UI crashes to help track down common problems
- Improved offline main menu
-- Hide leaderboards if we can't fetch it.
-- Hide update news if we can't fetch it.
-- Show a placeholder "null message" for YouTube videos if we can't retrieve them.
-- Hide the "show leaderboards" button when you're not signed in (it doesn't work.)
-- Reduce the size of the leaderboard entries when they don't have a "view replay" button on them.
- Added a message box when you can't start a game
-- This shows up if you're not signed in to ubernet and you won't be using an offline server.
- UI more responsive when connecting to a server
- The stats panel will now show the max tick time in parenthesis, along with the average tick time
- Reduced load times of UI, especially the main menu
- Misc layout updates to be more consistent w/ landing page template, removed unused planet UI
- Layout fixes for shared resources indicators
- Updated start menu for displaying last saved
- The paused popup will no longer appear at the same time as the building planets popup
- Fix metal not updating during replays
- Fix the lobby option 'listen to spectators'
- Minor perf improvement for units with auto attacking weapons
- Perf improvement for bomb bots with orders
- Fix inviting users to private games
- Show immediate progress information when accepting uberbar game invite
-Added a button to delete saved games
--Can't delete save games stored on Playfab. You can delete local and galactic war saves
-Deleting the most recent save will clear out the "resume last saved game' button
-Fix for units being able to remove orders flagged as blocking from their order queue
-Fix for a case where units would continuously run into the side of a structure
-Fix for some weird and wacky pathing behavior from units
-Fix for corrupted audio file on anti air
-Fix for weapon prioritization bug
-All the csg transformation keybindings will now behave correctly when the key is held down
-Fix Jig not atrophying if a fabber stops building it
-Fix one-time memory leak after viewing intro video
-Reduced load time of intro video, and reduced memory usage during intro playback
-Remove beta tag on save game in menu
-Better feedback when attempting to reconnect to a game in progress, and when joining a non-LAN game from the server browser
-Don't jump back to the main menu if a server connection attempt from the server browser fails
-- go back to the server browser.
-Better progress indication when everyone has accepted a matchmaking match
-Disabled the main menu button while the game is saving
-Fix to add button for player guide in menu
-Improve load times of UI even further
-Fix the youtube list in the main menu
-Even more perf improvements
-Fix the crash on reconnect issue
- Pathing crash fix
-Enable custom commanders Stelarch and Spartandano

Bugfix/Polish
-Fix for unit selection breakdown displaying incorrectly
-Player has the ability to get a random commander instead of a selected favorite
-Changing server name does not unready players
-Allow players to filter replays by type of game
--The current filters are Multiplayer, Versus AI, and Galactic War
-Fixed Galactic War to correctly handle using Chrono Cam to change the outcome of a battle
-Fixed commanders in the armory not clearing their hover style
-Fixed the Armory back button not showing up correctly

Bugfix/polish:
-Fix for a Mac crash in the server browser when there was no network connection
-Better error messages when failing to set up a server on Playfab
-Logs now also include coherent crash dumps, which will improve our ability to track down issues

We've been working on these for quite a while and are happy to announce that Asteroids are now available to add to your systems in PA! They have been added in a few of the existing systems (including ranked), so keep your eyes open for the telltale Asteroid belts and enjoy a new way to annihilate planets!

This update also includes a ton of bugfixes, polish items, and AI tweaks for you to play against, as well as new feedback added to make placing buildings much easier!

Take a look at the full notes below, and we hope you all enjoy the new additions to the game!

GW
New difficulty ramping system
-Ramps all AIs, including bosses
-Difficulty is added based on distance from starting planet
-Has a modifier for galaxy size
Rebalanced econ modifiers for difficulty levels
Reduce AI on easiest difficulty
Made absurd slightly stronger

AI Changes
Improved AIs start a bit
AI Should respond better to naval threats
AI platoons will not completely lose their task when they encounter enemy forces.
Orbital laser attack task now supports escort squads.
AI now designates a larger area for rally points.
AI will handle its commander better.
If the AI commander is the only fabber on the planet, it will build things, even while heavily damaged.
Allied AIs will be notified when a nuke is intercepted.
AI will no longer build satellites on gas giants.
AI will see unit cannons as more of a threat.
AI will see anti-nukes on another planet as a higher priority target if it has nukes anywhere in the system.
Updated land based neural networks for both Vanilla and Titans.
Fix for AI seeming to ignore pelters as a threat.
AI will try to protect the commander with umbrellas.
Fix for code error in strategic manager.
Get the AI commander to focus on building factories more.
AI can now send orbital units between planets.
Adjusted AI platoon composition.
Fix for AI platoons with small vision and weapon ranges not working quite right.
Updated fighter and bomber neural network data for classic.
Fix for AI units not microing at all.
Fix an issue where the AI would rush unit headlong into a fight for no reason, instead of firing from an appropritate range.
Fix for AI platoons getting stuck against walls due to repeatedly (and unnecessarily) issuing move and attack orders.
Some more adjustments to AI platoon keep at range and micro distance calculations.
Fix for AI land platoons trying to attack things they are not supposed to.

System Editor
Explicit Planets always need a generator because we can't rely on a default
Added option to toggle off water meshes. Default keybinding is ctrl+w.
Changed default water depth to 100 (from 50)

Modding
Added "memory" storage API, which is like session storage, but asynchronous and without size limits.
- Added a KO extender to store to memory.
- Galactic war now uses memory storage for passing the battle config.
Fixed inconsistencies in the WorldView.fixupBuildLocation API.

Bugfix/polish:
Set full opacity to pause background
Tweaked the background for sub menus
Added in UI sound effects
Fix for login button
Fix unit idle effects staying on after unit dies
Set vanilla brush spec biome colors
Make community tabs scalable, work at min rez
Fix for a performance issue when hovering over the planet panel.
- The holodeck show/hide was creating and destroying the render target.
- That's very, very bad for performance.
- Now it only lets go of the render target when it has to.
You can now place a build preview over an existing build preview, if the specs are the same. This is most relevant for metal extractors.
Fix for community tab list widths showing null message when the leaderboard is empty
Nav work:
- Expand cmesh walls at buildVoxel time based on move type radius
- This is roughly the same thing we do when placing cost stamps for units/structures. But mildly specialized for cmesh walls (which don't place cost stamps).
- Place cost near edges of unpathability
- This includes not just obvious walls but stuff like shorelines for land units. Hover/Amphibious units correctly receive no cost at shorelines.
- For example a "puddle" on land will be and has always been fully pathable by land units. It's just a puddle. You can't built naval on it either because it's not "deepwater". However because of spheres there will be voxels that have water surface and only water surface. This voxel should be ignored by the cost layer.
- TLDR: apply cost if ((floodable && !pathable(movetype)) || (!floodable & has_flag(avoid_flags(movetype))"
- Fix for some group behavior issues
- Large units always get their own groups
- Hover and Amph constrain down to Amph.
- Minor cleanup
- mMergeSubGroups persists across frames. It only resets to nullptr sometimes. If it starts as null in Group::mergeSubeGroups then it's initialized to the first subgroup in the list. If it persists then it's plausibly later in the list. If that group gets merged into another group that's determined to be closer then there will be an empty subgroup while iterating. Because empty groups aren't cleared until after the full iteration
**- Add correct cost stamp data to titan units so they lay down blocking cost for small units.
Adding turn acceleration to all the boats. Fixes our twitchy boats.
Update CSS and icons on uberbar
Fix the Twitch TV wrapper covering up the close button
Fix for Twoboots commander
Fix for crash related to blips
Don't expect a secondary color for blips in the world hover
Keep single laser tower name on one line
Fix for launching a GW game using a save from the time when commanders were in the old schema.
- There is still some data out there using objects, which results in [Object object].ai on the server.
Overriding build previews with other build previews is now only allowed when combined with a feature requirement.
Added logic which excludes certain defaults systems when selecting a random start system.
Make blips appear properly in the world hover
Unit launcher effects
Layout update for mini-leaderboard tab
Adjusted the formations that units go into while navigating to a position
Unify command bar, special icon atlas, and cursors.
-They now all live in ui/main/shared/img/icons.
Several game_over bug fixes.